﻿

namespace ETModel {
    /// <summary>
    /// "ModelInit"为(固定的)Model层初始化事件名
    /// </summary>
    [Event(EventIdType.ModelInit)]
    public class ModelInit : AEvent {
        public override void Run() {


            // 加载model层配置(虽然本例子里并没有用到model层的配置,但为了示例,演示有的话要怎么用)
            Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("config.unity3d");
            Game.Scene.AddComponent<ConfigComponent, string>("config.unity3d|Config");
            Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle("config.unity3d");


        }
    }
}
